Description:
Trams on one side in Stormwind/Ironforge are missing
https://www.youtube.com/watch?v=3Lo5x1S7s6E
Branch(es): 3.3.5 / 6.x
TC hash/commit:
TC>TrinityCore rev. 80fc9cce81dc 2016-05-28 16:36:41 +0100 (335 branch)
TDB version:
355.61 +all update
Operating system:
Windows 7 64Bit
Please forgive my ignorance, but does this have something to do with a need to have players at both ends of the Deeprun Tram for both tracks to be activated? Or is one of the tracks always empty, even with players at both ends? (I don't know, I haven't tested this.)
On live server it is so that the start Position one is in Stormwind and one is in Ironforge
Every two Tram drive (start) at the same time away
One from Stormwind to Ironforge and one from Ironforge to Stormwind
core_version: TrinityCore rev. 4a074ca 2016-05-26 16:15:27 +0200 (3.3.5 branch) (Unix, Release)
db_version: TDB 335.61
Both should be there and running. Just like Tauriella said.
For me, the following occured:
When I enter the the deeprun map from Ironforge or via .tele deeprun, the first (near to the exit) tram appears.
When I enter from Stormwind, the other one does.
Try this:
.go xyz -8354.792969 524.349548 91.798103 0 5.373 .go object 18804 (Stormwind entrace)
.go xyz -4838.862793 -1316.950073 501.868225 0 4.590 (Ironforge entrace)
edit:
it appears that, after the 120 spawntimesecs of those GOs, the nearest tram spawns, the other one just doesn't.
Tested with: (GO GUIDs taken from .gobject near command)
.go object 18804(the one at the back)
.go object 18802 (the one at the entrance)
Also:
Quoth the Shauren:
TRANSPORT objects (elevators, deeprun) do not change position serverside, client only plays the movement animation (defined in TransportAnimation and TransportRotation dbcs)
IIRC Shauren was working on this.
p.s.
all GOs are here:
SELECT * FROM world.gameobject WHEREidBETWEEN 176080 AND 176085;
Maybe the client isn't sent the tram spawn because it is too far away, I'm not sure.
Every thing is fine for me.
@Killyana
I do not know why, but it now actually works :+1:
core_version: TrinityCore rev. e3aa19281f4d 2016-05-31 22:18:26 +0200 (3.3.5 branch) (Unix, Release)
db_version: TDB 335.61
@Tauriella @Killyana The problem persists for me.
@lyn1337
Try it with 2 Chars
One Char put you in Stormwind and the other Char in Ironforge and wait a few minutes.
For me it works.
@Tauriella Yes, I'm aware of that behavior. (see above)
Still this isn't how it should be working, that's all I'm saying.
:smiley_cat:
Indeed, both should be moving, yet another example of an area that should be running all the time. Grid problem?
the deepram is actually a spawned moving object (e.g. transport) no? setting it active also worked to fix stuff with the gunship in icc sometimes
the deepram is actually a spawned moving object (e.g. transport) no? setting it active also worked to fix stuff with the gunship in icc sometimes
@Rushor I'm not sure if I got you right, but serverside, these GOs aren't moving. The anim is controlled by dbc and after the train departed, the GOs (one per wagon) are still on the same position.
Elevators are working the same way, but ships do not.
Increase visibility distance for the map?
deeprun tram map is way too large for this
This was explained to me by Brian, or perhaps @Shauren a long time ago that it has to do with how the GO is spawned for the Tram. In short, only one is spawned at one time. When you leave the area it despawns and respawns on the other side.
I tried looking on the forums for the thread but it was probably lost years ago in one of the many forum resets. The closese relevant thread I could find is this one which reiterates what lyn1337 said above.
@MrSmite
I used the force
Trying to figure out and fix the tram
Trying to figure out and fix the tram
Hmm, I get "you do not have permission to view this content". I'll have to check my Firefox plugins to see if one of them is blocking it.
That is weird, because you posted the comment before the linked one yourself. From Brian:
SELECT `entry`, `name`, `type` FROM `gameobject_template` WHERE `entry` BETWEEN 176080 AND 176085;
entry name type
------ ------ ------
176080 Subway 11
176081 Subway 11
176082 Subway 11
176083 Subway 11
176084 Subway 11
176085 Subway 11
SELECT `guid`,`id`,`position_x`,`position_y`,`position_z`,`map` FROM `gameobject` WHERE `id` BETWEEN 176080 and 176085;
guid id position_x position_y position_z map
----- ------ ---------- ---------- ---------- ------
18802 176080 4.58065 28.2097 7.01107 369
18803 176081 4.52807 8.43529 7.01107 369
18804 176082 -45.4005 2492.79 6.9886 369
18805 176083 -45.4007 2512.15 6.9886 369
18806 176084 -45.3934 2472.93 6.9886 369
18807 176085 4.49883 -11.3475 7.01107 369
Observations from core: 2db9269ec1c06b5fccc45dc0a5b4f714f9b48804
It would seem that the train spawn is tied to which side you enter the Tram on. Both trains are never spawned at the same time (at least in a single player environment)
Unable to test
Would this cause the front train to spawn? Would it despawn the back train out from under the other player? Would it simply leave the back train spawned forcing the second player to wait?
I always thought it would be as simple as spawning two trains but IIRC, Brian said it wasn't that easy because the GO is reused or some such.
It probably just doesn't spawn the other train because the spawn point grid isn't loaded.
It probably just doesn't spawn the other train because the spawn point grid isn't loaded.
That's what I thought too, so I forced the grid to load (in code, not another player) and it still didn't seem to spawn two trains.
Maybe the client isn't sent the tram spawn because it is too far away, I'm not sure.
Rushor, thanks for the links. Will be interesting to look at.